﻿// For an introduction to the Blank template, see the following documentation:
// http://go.microsoft.com/fwlink/?LinkId=232509
(function () {
    "use strict";

    WinJS.Binding.optimizeBindingReferences = true;

    var app = WinJS.Application;
    var activation = Windows.ApplicationModel.Activation;

    var canvas, context;
    var gameStage;
    var preloadQ;

    var logoScreenImage, logoScreenBitmap;

    var newGame = true;

    var player;
    var floorImage, floorBitmap;
    var playerIdleImage, playerIdleBitmap;
    var ghostImage;
    var scaleW = window.innerWidth / 1366;
    var scaleH = window.innerHeight / 768;


    var ghosts = [];
    var ghostSpeed = 1.0;
    var timeToAddNewGhost = 0;

    var isGameOver = false;

    app.onactivated = function (args) {
        if (args.detail.kind === activation.ActivationKind.launch) {
            if (args.detail.previousExecutionState !== activation.ApplicationExecutionState.terminated) {
                // TODO: This application has been newly launched. Initialize
                // your application here.
            } else {
                // TODO: This application has been reactivated from suspension.
                // Restore application state here.
            }
            args.setPromise(WinJS.UI.processAll());
        }
    };
    function initialize() {
        canvas = document.getElementById("gameCanvas");
        canvas.width = window.innerWidth;
        canvas.height = window.innerHeight;
        context = canvas.getContext("2d");

        gameStage = new createjs.Stage(canvas);

        canvas.addEventListener("MSPointerUp", pointerUp, false);
        canvas.addEventListener("MSPointerMove", pointerMove, false);
        canvas.addEventListener("MSPointerDown", pointerDown, false);

        loadContent();
         }
    function pointerUp(event) {
        if (newGame) {
            newGame = false;
        }
        else { }
    }
    function pointerMove(event) {
        if (newGame) {
               }
       else {
                      player.targetX = event.x;
                      player.targetY = event.y;
                }
          }
    function pointerDown(event) {
          if (newGame) {}
         else {
                    player.targetX = event.x;
                    player.targetY = event.y;
              }
        }
    function loadContent() {
        preloadQ = new createjs.LoadQueue();
        preloadQ.on("complete", prepareStage, this);

        preloadQ.loadManifest([
         { id: "logoScreen", src: "images/GFX/LogoScreen.png" },
         { id: "floor", src: "images/GFX/floor.png" },
         { id: "ghost", src: "images/GFX/Ghost.png" },
         { id: "playerIdle", src: "images/GFX/PlayerIdle.png" }

        ]);
         }

    function prepareStage() {
           logoScreenImage = preloadQ.getResult("logoScreen");
           logoScreenBitmap = new createjs.Bitmap(logoScreenImage);
           logoScreenBitmap.scaleX = scaleW;
           logoScreenBitmap.scaleY = scaleH;
           gameStage.addChild(logoScreenBitmap);
        
           floorImage = preloadQ.getResult("floor");
           floorBitmap = new createjs.Bitmap(floorImage);
           floorBitmap.visible = false;
           floorBitmap.scaleX = scaleW;
           floorBitmap.scaleY = scaleH;
           gameStage.addChild(floorBitmap);

           playerIdleImage = preloadQ.getResult("playerIdle");
           playerIdleBitmap = new createjs.Bitmap(playerIdleImage);
           playerIdleBitmap.visible = false;
           playerIdleBitmap.scaleX = scaleW;
           playerIdleBitmap.scaleY = scaleH;
           gameStage.addChild(playerIdleBitmap);

           ghostImage = preloadQ.getResult("ghost");

           createjs.Ticker.setInterval(window.requestAnimationFrame);
           createjs.Ticker.addEventListener("tick", gameLoop);

           player = new Player();
      }

    function gameLoop() {
        update();
        draw();
         }
     
    function update() {
        if (newGame) {
            logoScreenBitmap.visible = true;
            playerIdleBitmap.visible = false;
            floorBitmap.visible = false;
                 }
        else {
            if (isGameOver) {
                 isGameOver = false;
                 ghosts.length = 0;
                 gameStage.clear();
                 gameStage.addChild(logoScreenBitmap);
                 gameStage.addChild(floorBitmap);
                 gameStage.addChild(playerIdleBitmap);
                 gameStage.addChild(scoreText);
                 gameStage.update();
            }

            logoScreenBitmap.visible = false;
            playerIdleBitmap.visible = true;
            floorBitmap.visible = true;

            if (player.targetX > player.positionX) {
                       player.positionX += 3;
                         }
            if (player.targetX < player.positionX) {
                             player.positionX -= 3;
                         }
            if (player.targetY > player.positionY) {
                             player.positionY += 3;
                         }
            if (player.targetY < player.positionY) {
                             player.positionY -= 3;
                         }
                 
            }
        playerIdleBitmap.x = player.positionX - (player.width / 2);
        playerIdleBitmap.y = player.positionY - (player.height / 2);

        timeToAddNewGhost -= 1;
        if (timeToAddNewGhost < 0) {
              timeToAddNewGhost = 1000
              ghosts.push(new Ghost(new createjs.Bitmap(ghostImage)));
              ghosts[ghosts.length - 1].setStartPosition();
              gameStage.addChild(ghosts[ghosts.length - 1].ghostBitmap);
          }
        for (var i = 0; i < ghosts.length; i++)
             {
                 ghosts[i].ghostBitmap.x = ghosts[i].positionX;
                 ghosts[i].ghostBitmap.y = ghosts[i].positionY;
                 ghosts[i].ghostBitmap.visible = true;
                 ghosts[i].move(player.positionX, player.positionY);
                 isGameOver = ghosts[i].isCollision(player.positionX, player.positionY, player.width, player.height);
                
                 if (isGameOver)   
                       break;
    }
      
    function draw() {
        gameStage.update();
    }

    function Player() {
         this.positionX = window.innerWidth / 2;
         this.positionY = window.innerHeight / 2;
          
         this.targetX = this.positionX;
         this.targetY = this.positionY;
          
         this.width = playerIdleBitmap.image.width * scaleW;
         this.height = playerIdleBitmap.image.height * scaleH;
    }
    function Ghost(gfx) {
        this.positionX = Math.random() * 5000 - 2500;
        this.positionY = Math.random() * 3000 - 1500;
       
         this.setStartPosition = function () {
            if (this.positionX >= 0 && this.positionX <= window.innerWidth) {
                           this.positionX = -500;
                       }
            
            if (this.positionY >= 0 && this.positionY <= window.innerHeight) {
                       this.positionY = -500;
                      }
                }
       
           this.targetX = 0;
           this.targetY = 0;
         
           this.move = function (tX, tY) {
           this.targetX = tX;
           this.targetY = tY;
             
           if (this.targetX > this.positionX) {
              this.positionX += ghostSpeed;
                   }
           if (this.targetX < this.positionX) {
              this.positionX -= ghostSpeed;
                    }
           if (this.targetY > this.positionY) {
              this.positionY += ghostSpeed;
                    }
           if (this.targetY < this.positionY) {
              this.positionY -= ghostSpeed;
                    }
              };
     
          this.isCollision = function (playerX, playerY, playerW, playerH) {
               var centerX = this.positionX + (this.ghostBitmap.image.width * scaleW / 2);
               var centerY = this.positionY + (this.ghostBitmap.image.height * scaleH / 2);
             
           if ((centerX >= playerX - playerW / 2) && (centerX < playerX + playerW / 2)) {
                 if ((centerY >= playerY - playerH / 2) && (centerY < playerY + playerH / 2)) {
                          return true;
                               }
                     }
            
                 return false;
             }
         
          this.ghostBitmap = gfx;
      }
    app.oncheckpoint = function (args) {
        // TODO: This application is about to be suspended. Save any state
        // that needs to persist across suspensions here. You might use the
        // WinJS.Application.sessionState object, which is automatically
        // saved and restored across suspension. If you need to complete an
        // asynchronous operation before your application is suspended, call
        // args.setPromise().
     
    };

    document.addEventListener("DOMContentLoaded", initialize, false);

    app.start();
})();
